I'm trying to figure out the correct way to inject an auto-factory which takes params, or even if this is possible with Unity.
For example I know I can do this:
public class TestLog
{
private Func<ILog> logFactory;
public TestLog(Func<ILog> logFactory)
{
this.logFactory = logFactory;
}
public ILog CreateLog()
{
return logFactory();
}
}
Container.RegisterType<ILog, Log>();
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog();
Now what I'll like to be able to do is:
public class TestLog
{
private Func<string, ILog> logFactory;
public TestLog(Func<string, ILog> logFactory)
{
this.logFactory = logFactory;
}
public ILog CreateLog(string name)
{
return logFactory(name);
}
}
Container.RegisterType<ILog, Log>();
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog("Test Name");
Unfortunately this doesn't work. I can see how you can set up custom factories for creating instances in Unity, just can't seem to fund any clear examples for this example.
Obviously I could create my own factory but I'm looking for an elegant way to do this in Unity and with minimum code.
Sorry to be one of those annoying people who answer their own questions but I figured it out.
public class TestLog
{
private Func<string, ILog> logFactory;
public TestLog(Func<string, ILog> logFactory)
{
this.logFactory = logFactory;
}
public ILog CreateLog(string name)
{
return logFactory(name);
}
}
Container.RegisterType<Func<string, ILog>>(
new InjectionFactory(c =>
new Func<string, ILog>(name => new Log(name))
));
TestLog test = Container.Resolve<TestLog>();
ILog log = test.CreateLog("Test Name");
The answer by @TheCodeKing works fine, but in most (possibly all?) cases could be shortened to the following:
Container.RegisterInstance<Func<string, ILog>>(name => new Log(name));
(note that I'm using RegisterInstance() instead of RegisterType())
Since the Func<> implementation is already a kind of factory there's usually no need to wrap it in a InjectionFactory. It only ensures that each resolution of the Func<string, ILog> is a new instance, and I can't really think of a scenario that requires this.
In case you're looking for a fully typed factory interface (allowing for XML documentation and parameter names, for instance), you could use a NuGet package I created, which you can leverage simply by defining an interface for the factory, and then associating it with the concrete type you want to instantiate.
Code lives in GitHub: https://github.com/PombeirP/FactoryGenerator
Autofac has parameterized instantiation to handle scenarios which need an auto-factory with parameters.
While Unity doesn't support this out of the box, it's possible to implement an extension which will work in a way similar to Autofac's.
A shameless plug: I implemented such an extension -- Parameterized Auto Factory.
It can be used in a way similar to this:
public class Log
{
public void Info(string info) { /* ... */ }
public void Warn(string info) { /* ... */ }
public void Error(string info) { /* ... */ }
}
public class LogConsumer
{
private readonly Log _log;
private readonly string _consumerName;
public LogConsumer(Log log, string consumerName)
{
_log = log;
_consumerName = consumerName;
}
public void Frobnicate()
=> _log.Info($"{nameof(Frobnicate)} called on {_consumerName}");
}
var container = new UnityContainer()
.AddNewExtension<UnityParameterizedAutoFactoryExtension>();
var logConsumerFactory = container.Resolve<Func<string, LogConsumer>>();
var gadget = logConsumerFactory("Gadget");
gadget.Frobnicate();
Please notice:
Func<string, LogConsumer>is resolved fromcontainer, but it wasn't registered anywhere -- it's generated automatically.Func<string, LogConsumer>only provides thestring consumerNameparameter toLogConsumer's constructor. As a result, theLog logparameter is resolved from the container. If the auto-factory func looked like thisFunc<string, Log, LogConsumer>instead, then all the parameters ofLogConsumer's constructor would've been supplied through the auto-factory.
Basically, the extension works like this:
- It registers a so called
BuilderStrategyin Unity's pipeline. - This strategy gets invoked whenever Unity is going to build a type's instance.
- If the type to be built hasn't been registered explicitly and is a
Funcwith parameters, the extension intercepts the instance building process. - Now we only need to dynamically create a
Funcof the given type which resolves its return type from the container and passes theFunc's parameters as aResolverOverridecollection to theIUnityContainer.Resolvemethod.
来源:https://stackoverflow.com/questions/3825270/unity-auto-factory-with-params